Many see alchemy as the study of matter; others view alchemy as the study of change. In truth, both are correct, for alchemy is the study of everything. What doesn’t fall within its domain? Everything in the universe — from the tiniest speck of dust to the massive, ever-burning sun — owes its existence to chemistry. If matter and energy are the building blocks of reality, then alchemists are grand cosmic architects who rival even the gods themselves in their mastery over the physical world. Alchemists destroy matter in a way that would humble even the most fearsome warlord, breaking down objects into their most fundamental pieces. Alchemists create new wonders in ways that artists could never hope to match, brewing new chemicals that are heretofore unseen in the universe. When you understand the inner workings of the universe, the possibilities are endless: you could bottle sunlight, brew glory, or even unlock the hidden process for turning lead into gold. So, master chemist, what will you brew into your next bubbling concoction? Examples of alchemy characters include:
A hermit lives in the swamp, where he brews fish eyes, pickled fireflies, and muddy water into potent elixirs.
A chemist travels the world in search of rare and exotic materials to create the elixir of eternal youth.
Hidden in her secret lair, an assassin creates deadly poisons for her next kill.
Describe your brewing process → You brew a bottled ooze.
Describe your brewing process → You brew a healing potion or panacea.
Whenever you see a strange chemical (unlabeled barrel, bag of powder, puddles of ooze, etc), choose an option from below to determine what happens when the chemical is disturbed. Anyone can disturb the chemical. If there aren’t any present chemicals, you can force the GM to add one.
Flash: Blind all creatures in a blast centered on the chemical, and deafen them for several minutes. Resisting.
Corrode: Whoever disturbs the chemical picks an item or feature of the terrain that is within a close distance of the chemical. It is destroyed or damaged.
Explode: Deal the alchemist’s ranged damage in a blast centered on the chemical; roll +1 damage die.
Heal: Whoever disturbs the chemical heals life equal to its toughness. Resisting.
Poison: The nearest creature (you choose on a tie) bleeds.
You are immune to all effects that relate to poison.
Once every 5 minutes or so, when you touch or damage a creature, you can inflict it with deadly poison, paralytic poison, or sleeping poison.
Describe your brewing process → You brew a deadly poison, paralytic poison, or sleeping poison.Poisons take effect when they enter a creature’s body through any means (typically ingestion or through an open wound). Applying poison to a weapon takes about 1 minute; a weapon loses its poison coating after it inflicts its poison on a creature.
Describe your brewing process → You brew a flashbang, grenade, or vial of acid.
Spend an exotic reagent and describe your brewing process → You brew an elixir.
Handle with Care
Describe your brewing process → You brew adamant-hesive or universal acid.
Like Respond to Like
While holding something, you can ask the GM “Where are other things that are similar to this?” and the GM must answer honestly.
Taste for Alchemy
Describe how you evaluate a chemical through taste, smell, or touch → Ask the GM any question about the chemical and the GM must answer honestly (taste water to determine what swims in it, smell ash to learn what started a fire, touch gunpowder to learn how explosive it is, etc).
Essence of Desire
Describe your brewing process → You brew a love potion, perfume of attraction, or bottled pheromones.Recipes
Describe your brewing process → You brew all-cohol or a neuro-agent.Recipes
Snake Oil Salesman
Increase all rolls you make to barter, haggle, trade, and socialize with merchants.
The First One’s Free
Describe how you converse with someone → Choose one:
You convince the target to accept and use an item that you freely offer to them.
You secretly slip the item into their belongings without their knowledge (you spike their drink, prick them with a poison needle, stash an item in their pocket, etc).
Healing Potion • Weak • Potion
Drink the potion (a simple action) to heal an amount equal to your toughness. Resisting.
Panacea • Weak • Potion
Drink the potion (a simple action) to remove 1 debuff from yourself. Resisting.
Deadly Poison • Weak • Poison
Affected creatures bleed. Resisting.
Paralytic Poison • Weak • Poison
Affected creatures are stuck. Resisting.
Sleeping Poison • Weak • Poison
Affected creatures instantly go mute, and then gradually fall asleep over the course of the next minute. Taking damage or engaging in vigorous activity during this minute disrupts the poison. Resisting.
Flashbang • Weak • Bomb
Throw this bomb (an action) and roll. If you roll Mixed or better, the flashbang detonates to blind all creatures in a blast, and deafen them for several minutes. The flashbang leaves behind a thick cloud of smoke in the blast for about 1 minute.
Grenade • Weak • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage in a blast.
Vial of Acid • Weak • Bomb
Throw this bomb (an action) and roll to make a ranged attack. If you get Mixed or better, deal the brewer’s ranged damage, ignoring block.
Adamant-hesive • Weak • Glue
Upon creation of this item, the brewer selects the one and only thing (time, water, heat, etc) that will dissolve the glue. When applied, the glue sets over the course of about 1 minute. Once set, the glue irrevocably sticks two things together.
Universal Acid • Weak • Acid
This acid dissolves up to 5 spaces of material over the course of about 1 minute. If a creature touches it, deal the brewer’s damage to them.
Exotic Reagent • Weak • Reagent
Exotic reagents are rare, highly valuable alchemical reagents (the heart of a demon, bottled cloud, gemstone dust, etc). In general, an adventurer should come across several exotic reagents over the course of an adventure. When you come across a strange material, ask the GM if it qualifies as an exotic reagent. If you successfully harvest it (the GM may require a roll to do so), write on your character sheet the reagent and a few concepts the GM tells you that are associated with the reagent (A demon heart relates to hatred and fire, a bottled cloud relates to sky and air, gemstone dust relates to earth and beauty, etc).
Elixir • Weak • Potion
Drink this elixir (a simple action) to increase a roll that relates to the exotic reagent(s) used to make it (for example, a demonheart elixir might let you increase a roll that relates to hatred, fire, or demons).
Love Potion • Weak • Potion
The drinker of this potion falls deeply in love with the next person who is of a race and gender that they normally find attractive. This effect persists for about 1 day.
Perfume of Attraction • Weak • Perfume
Spritz it over something (an action). For the next day or so, creatures in the area are inexplicably and powerfully drawn towards the scented object. Creatures that are close enough to smell the perfumed object gain the desire to posses it.
Bottled Pheromones • Weak • Perfume
Upon creation of this item, the brewer selects a base instinct (lust, rage, hunger, fear, etc). When unbottled, pheromones fill the air. Creatures in the area gradually feel the chosen emotion in increasing intensity.
All-cohol • Weak • Alcohol
This alcohol is so powerful that a single sip can make a person completely and totally drunk within 1 minute (bigger creatures require more to get drunk). Creatures under the influence of this alcohol tend to forget everything that happens when they’re drunk.
Neuro-Agent • Weak • Drug
Upon creation of this item, the brewer selects the method of taking the drug (injection, inhalation, ingestion, etc) and then works with the GM to determine its effects (extreme elation, hyperactivity, the munchies, how long it lasts, etc). Whoever takes this drug will begin to experience its effects. The drug is addictive.